Sounds.lua: Difference between revisions
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== | ==Location== | ||
sounds.lua is stored in the <code>gamedata\</code> directory of a Spring Game. | |||
''' | ==Purpose== | ||
Can be used to create ''SoundItems'' from audio files. | |||
Beside simply "linking" to an audio file, ''SoundItems'' can use various tags to alter the playback of the file, ie adjust volume. | |||
These ''SoundItems'' can then be used in [[Units-UnitDefs | UnitDefs]] and [[Weapon-weaponDefs]] (what about Lua ???) | |||
This file is not mandatory. | |||
==Example== | |||
===default sounds=== | |||
sounds.lua as found in <code>base\springcontent.sdz\gamedata\</code> | |||
<pre> | |||
--- Valid entries used by engine: IncomingChat, MultiSelect, MapPoint | |||
--- other than that, you can give it any name and access it like before with filenames | |||
local Sounds = { | local Sounds = { | ||
SoundItems = { | |||
IncomingChat = { | |||
--- always play on the front speaker(s) | |||
file = "sounds/beep4.wav", | |||
in3d = "false", | |||
}, | |||
MultiSelect = { | |||
--- always play on the front speaker(s) | |||
file = "sounds/button9.wav", | |||
in3d = "false", | |||
}, | |||
MapPoint = { | |||
--- respect where the point was set, but don't attuenuate in distace | |||
--- also, when moving the camera, don't pitch it | |||
file = "sounds/beep6.wav", | |||
rolloff = 0, | |||
dopplerscale = 0, | |||
}, | |||
ExampleSound = { | |||
--- some things you can do with this file | |||
--- can be either ogg or wav | |||
file = "somedir/subdir/soundfile.ogg", | |||
--- | |||
file = " | |||
--- loudness, > 1 is louder, < 1 is more quiet, you will most likely not set it to 0 | |||
gain = 1, | |||
--- > 1 -> high pitched, < 1 lowered | |||
pitch = 1, | |||
--- how unit / camera speed affects the sound, to exagerate it, use values > 1 | |||
--- dopplerscale = 0 completely disables the effect | |||
dopplerscale = 1, | |||
--- when lots of sounds are played, sounds with lwoer priority are more likely to get cut off | |||
--- priority > 0 will never be cut of (priorities can be negative) | |||
priority = 0, | |||
--- this sound will not be played more than 16 times at a time | |||
maxconcurrent = 16, | |||
--- cutoff distance | |||
maxdist = 20000, | |||
--- how fast it becomes more quiet in the distance (0 means aleays the same loudness regardless of dist) | |||
rolloff = 1, | |||
--- non-3d sounds do always came out of the front-speakers (or the center one) | |||
--- 3d sounds are, well, in 3d | |||
in3d = true, | |||
--- you can loop it for X miliseconds | |||
looptime = 0, | |||
}, | }, | ||
}, | }, | ||
} | } | ||
return Sounds | |||
===zero-K= | |||
</pre> | |||
Revision as of 23:42, 5 July 2011
Gamedata/Sounds.lua
Location
sounds.lua is stored in the gamedata\ directory of a Spring Game.
Purpose
Can be used to create SoundItems from audio files. Beside simply "linking" to an audio file, SoundItems can use various tags to alter the playback of the file, ie adjust volume.
These SoundItems can then be used in UnitDefs and Weapon-weaponDefs (what about Lua ???)
This file is not mandatory.
Example
default sounds
sounds.lua as found in base\springcontent.sdz\gamedata\
--- Valid entries used by engine: IncomingChat, MultiSelect, MapPoint
--- other than that, you can give it any name and access it like before with filenames
local Sounds = {
SoundItems = {
IncomingChat = {
--- always play on the front speaker(s)
file = "sounds/beep4.wav",
in3d = "false",
},
MultiSelect = {
--- always play on the front speaker(s)
file = "sounds/button9.wav",
in3d = "false",
},
MapPoint = {
--- respect where the point was set, but don't attuenuate in distace
--- also, when moving the camera, don't pitch it
file = "sounds/beep6.wav",
rolloff = 0,
dopplerscale = 0,
},
ExampleSound = {
--- some things you can do with this file
--- can be either ogg or wav
file = "somedir/subdir/soundfile.ogg",
--- loudness, > 1 is louder, < 1 is more quiet, you will most likely not set it to 0
gain = 1,
--- > 1 -> high pitched, < 1 lowered
pitch = 1,
--- how unit / camera speed affects the sound, to exagerate it, use values > 1
--- dopplerscale = 0 completely disables the effect
dopplerscale = 1,
--- when lots of sounds are played, sounds with lwoer priority are more likely to get cut off
--- priority > 0 will never be cut of (priorities can be negative)
priority = 0,
--- this sound will not be played more than 16 times at a time
maxconcurrent = 16,
--- cutoff distance
maxdist = 20000,
--- how fast it becomes more quiet in the distance (0 means aleays the same loudness regardless of dist)
rolloff = 1,
--- non-3d sounds do always came out of the front-speakers (or the center one)
--- 3d sounds are, well, in 3d
in3d = true,
--- you can loop it for X miliseconds
looptime = 0,
},
},
}
return Sounds
===zero-K=